If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Donphan's Purpose is to use its bulk so it can rapid spin. Ice Shard and play rough can Damage Dragon types, but Ice Shard has Priority (and type coverage) while Play rough has power. Honestly, unless it is a something that resists Earthquake and Play Rough or is hit x4 by Ice shard, Earthquake and Play rough will deal more damage.

Donphan, the pokemon that was so common on BW OU Teams.
Anyways, here are two sets(physical wall, trick room sweeper):

Donphan@Leftovers
Ability:Sturdy
EV's:252 HP 252 DEF,4 ATT
Nature:Impish
Moves:
Earthquake
Ice Shard
Stealth Rock
Stone Edge/Heavy Slam/Play Rough
This set acts like a extreme physical wall, with the Nature and EV's helping it. With this set, you can check Mega Lucario that lacks Ice Punch with Earthquake. Ice Shard is there for revenge kill Garchomps. Stealth Rock, well, is Stealth Rock. You can run three moves on the last slot. Rock Slide is for Charizards and Talonflames. Heavy Slam is just to hid with hard power thanks to Donphans weight. Play Rough is just for becoming a more formidable physical wall.

Donphan@Assault Vest/Choice Band
Ability:Sturdy
EV's:252 HP 252 ATT 4 SP.D
Nature:Brave
Moves:
- Earthquake
- Stone Edge
- Ice Shard
- Heavy Slam
This is the sweeper set. Of course only in Trick Room. All the moves have the same purpose as they are all from the previous set, just more power. For the item, you can run assault vest if youre scared of 'faster' special attackers, or you can run Choice Band for even more deadliness

Y FC:3668-8068-3650
IGN:Ash
Flying safari

Pokemon: spearow,tropius and swanna

Looking for: Wartortle, Shelgon, Sliggoo(Top Priority), Gyarados, Breloom,Dragonair
Not adding anybody without these pokemon, unless it is a person that does not know their pokemon, then, I would be happy to help. Also will add safaris with pokemon not from the Kalos Pokedex(all three)

Spoiler:- Dont look at the spoiler!!!:

Haha, you looked

3DS name: Moeez

Note: I am unable to do buisness from Monday to Friday 8:00. From Friday 8:00 to sunday 8:00, I am available. You can pm anytime.

The Amazing Elephant Bowling Ball.
Donphan@Leftovers
Ability: Sturdy.
EV:252 HP, 252 SpD, 4 Def.
Nature:Impish
Stealth Rock
Rapid Spin
Earthquake
Knock Off
This Donphan is more of a supportive set. Earthquake is the mandatory STAB move and one of the best moves ever. Knock Off allows Donphan to hit loads of different Pokémon for at least neutral damage barring a rogue Honchkrow, Togekiss, etc. It also removes the foe's held item and does more damage if they have an item..., which, as covered in Blaziken's POTW, is every last one. Rapid Spin is self-explanatory, as are Stealth Rocks.
This set, however, is wiped out by many Pokémon, including a majority of Ice-Types, most notably Avalugg, which tanks everything Donphan can throw at it, and reply back with an SE ice move.

Pros: Very good Attack and Defense at base 120 each.
Base 90 HP is quite nice, reaching nearly 400 at max.
It gets both Rapid Spin and Stealth Rock.
It has good coverage for a monotyped Pokémon that isn't Dragon.
Sturdy stops the roly-poly Elephant from being OHKO'd, full stop (Barring Kyurem)

Cons: It's special defense is garbage. Base 60 is NOT good. It means it goes down like a Pikachu when hit by Special Attacks. (For Comparison, Pikachu's base SpD is 50.)
While Donphan resists Stealth Rock, it's weak against many things that require SR Support, like Kyurem-B.
Avalugg is easily better than it aside from the fact that Avalugg is weak to SR.
Donphan is slow. Base 50 really isn't good for a Rapid Spinner.
Donphan suffers from 4-moveslot Syndrome. He has so many moves but only 4 move slots.

Last edited by Neosonic97; 23rd January 2014 at 4:31 PM.
Reason: Play Rough is illegal with Stealth Rock.

Ah, Donphan. It possesses a good balance of offensive and defensive capabilities for a Rapid Spinner, a jack of all trades, master of none. The buff to Knock Off made Gengar and a few other notable threats far less threats to Donphan, meaning that it can freely spin whenever it wants now that it has a reliable way to deal with spinblockers. Sadly, stiff spinner competition from Excadrill and Avalugg do it no notable favours, and with Defog, removing hazards isn't as coveted as it used to be. Still, Donphan is still a notable check to Aegislash and a few others, provided the right support is given.

Presenting the bread-and butter Rapid Spin set, this is the main set Donphan should use. Not only is this thing a good Rapid Spinner it is also a fantastic check to the likes of Choice-locked Genesect (except Ice Beam), Aegislash, Mega Garchomp and a few others. Rapid Spin does what you want it do, spin away those pesky entry hazards aka Stealth Rock, Spikes,
Toxic Spikes and Sticky Web so that your sweepers can come in. Earthquake is a strong STAB move that hits what you want it to hit hard. Knock Off helps to deal with those pesky Ghost-types such as Gengar who love to switch in and stop you from spinning and it gets you the last laugh against a Trevenant switch in. The final move depends on your needs. Stealth Rock aka the best move in the game does what you think it does but it cannot be used with Assault Vest. The priority and the ability to check Dragon types via Ice Shard is nice. Roar phazes things. Stone Edge hits things like Talonflame, Kyurem-B and Volcarona a little harder. Fire Fang hits things like Scizor, Genesect and Forretress. 12 Speed EVs outspeed a few other Base 50s.

Factoring in it's already good defense, it is a good check to most mixed Attackers, and it can even take strong special hits surprisingly well.

It Came In Like a Wrecking Ball
Donphan @ Choice Band
Ability: Sturdy
EVs: 128 HP/252 Attack/128 Speed if Adamant or 44 HP/252 Attack/212 Speed if Jolly
Nature: Adamant/Jolly

Earthquake
Stone Edge
Fire Fang
Ice Shard/Seed Bomb

It's an outclassed set, yes. But it can work. 120 Base Attack Choice Band Earthquake is done better by something else but it still hurts. A lot. Stone Edge hits things that are immune to EQ. Fire Fang dents things like Breloom, Forretress and Celebi, both of which are OHKOed and 2HKOed respectively (assuming 252/0 on Celebi) If you're good enough to set it you can even 2HKO Skarmory with sun support. Ice Shard revenge kills Dragons and helps with former problems Landorus-T and Gliscor. Seed Bomb OHKOes Gastrodon and does a lot to Rotom-W and hits slightly harder vs Bulky Waters. 128 Speed outpaces 78 Speed Trevenant while 212 and Jolly outpaces things like Suicune.

Image removed. Check out the signature rules. If you need help, make sure to check out the signature check thread in newbie lounge.

Donphan, one of the first Johto pokemon seen in the anime… Never really used it, but I can see some potential.

Typing: Pure Ground is not that bad a type. An immunity is always nice, and 2 resistances, one of which being rock never hurts. Unfortunately, this comes at the cost of 3 weaknesses, two of which are very common attacking types (Ice and Water).
On the offensive side, only 2 words are needed to discuss the benefits of a Ground type/subtype; STAB Earthquake.

Stats: Another case of the Avalugg distribution; great physical stats and good HP, but crap specials and speed. Donphan possesses one of the most balanced distribution of stats in its strong points; 120 in both ATK and DEF and 90 HP make Donphan an appreciable wall with a potential to hit hard. Unfortunately this is where its positive points end. Base 60 SDEF is poor, akin to crumbling sandstone. Base 50 SPD is even poorer, being only reasonably fast in a trick room environment (where it is outsped by Ferrothorn). Don’t even bother with SATK.

Moves: Donphan does possess a capable physical movepool. In addition to STAB Earthquake, Ice Shard, Stone Edge, Fire Fang, Thunder Fang, Poison Jab, Gyro Ball, Play Rough and Knock Off give Donphan a varied and threatening range of coverage, although the base power of some of these moves is suspect. On the support side Donphan has a few choice moves; in addition to the standard weather inducing moves (sans Rain Dance) and Toxic, Donphan possess Roar and the coveted Rapid Spin though the usability of the latter is hampered by exposure to Spikes and Toxic Spikes. Counter and Endeavour can make for some interesting synergy with Sturdy, but are largely gimmick options.

Abilities: Speaking of Sturdy… Donphan’s standard ability is a good one, if only for it taking a surprise special attack. Sadly Rapid Spinners will never get mileage out of it. Sand Veil is quite worse, depending on weather and Voltorb Flipping to be good, but is still more viable than sturdy for Rapid Spinners.

The Verdict: “The Elephant escaped! The caltrops are not working! The bucket of water… Nevermind.” Donphan has several distinct advantages over other pokemon, but the terracotta elephant returns to mud at the sight of a special attack.

I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.

Here we go. Earthquake is the mandatory STAB move, while Stone Edge covers for Flying and Bug types, Play Rough deals with Darks, Dragons and Fighting types. Seed Bomb deals with other Rock and Ground types, and the odd Quagsire. Rapid spin eliminates entry hazards. Focus on Attack, Defense and HP. Donphan is a powerhouse in its own right, but is sadly crippled by the oh-so-common Surf/Energy Ball/Ice Beam, damaging its potential.

Donphan. Why are people expecting less from a beast like this? Solid Type, Stats, and Movepool with Gen II longevity. Oh, and STAB Earthquake. Never forget about STAB Earthquake.

Stats:
-HP - Great - Already Donphan has some meat on its bones. Base 90 HP is pretty bulky, but not Substitute-worthy.
-Attack - Godly - Base 120 wrecks things like a professional demolitions crew. Not the best, but up there with them.
-Defense - Godly - Base 120 keeps you from getting wrecked in return. Not quite up there with Rock or Steel Types, but still really, reaaaaaally good...
-Sp.Atk - Mediocre - Base 60 just isn't worth using with that high Attack.
-Sp.Def - Mediocre - Unfortunately, your armor isn't fully impenetrable. Base 60 needs some help.
-Speed - Borderline (Trick Room) - Base 50 is on the very edge of Trick Room usability.

Abilities:
-Sturdy - The best thing you can do for something that cannot take a Special hit is give it something that allows it to do so.
-Sand Veil (Hidden, Available [Friend Safari]) - Evasion isn't helpful every time, nor is it smiled upon. Best stick with Sturdy.

Donphan is the Rapid Spinner you use if you have no other really good options. It has good stats physically and can do some surprising damage with Earthquake. It will break a Gliscor sub with Ice Shard and has offence comparable to that of Hippowdon.

That said, it really doesn't have many other things going for it. Its offence is good, but doesn't have extreme power due to basically relying on neutral EdgeQuake hits. The lack of recovery means it'll be worn down with continual betting unless you can get it a Wish.

There aren't any movesets I'd recommend past what has been given above. Donphan has become a niche pokemon with unique traits for a Rapid Spinner . It can put a scare with a Trick Room team (which, let's be honest, most teams can't prepare will for). But with Excadrill coming back to OU instead of being banned to Uber, Donphan has difficulty standing out past high defensive bulk. Even with that bulk, as many pokemon know too well (such as the last PoTW, Mega Aggron), you can get worn down over time. Unless you have a Heal Bell/Aromatherapy user, Toxic can ruin its day.

(On a side note, loved the last article and all its Pacific Rim references)

Even with that bulk, as many pokemon know too well (such as the last PoTW, Mega Aggron), you can get worn down over time. Unless you have a Heal Bell/Aromatherapy user, Toxic can ruin its day.

I completely agree, burning Donphan and Aggron completely shut it down. Well Donphan's situation is slightly better, as it can support the team with Rapid Spin. With burns, toxic and paralysis all being key ways of shutting down threats, the importance of cleric support cannot underestimated.

I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.

Donphan's biggest Move assets, aside from the obvious STAB Earthquake, lie in its usage. As an offensive Powerhouse, one cannot deny use of Ice Shard for Priority and Grass Types, Play Rough for Fighting and Dark Types (and the rare Hydreigon you may face if you try to bite off more than you can chew), and Poison Jab for those annoying Fairy Types. As a supporter, Rapid Spin and Stealth Rock are kings among commoners. As an Attacker with Annoyance, Poison Jab, Body Slam, and Fire Fang have a chance to inflict 3 out of the 5 primary Status Effects.

Bulldoze can also be an option over Earthquake for Speed Debuffs if you're in a Double/Triple Battle. One cannot slouch on versatility in Multi. Rapid Spin and Stealth Rock become more important when switching and forcing switches. Priority tiers are also equally important, so knowing when Ice Shard and Counter are most useful also helps.

Donphan is the Rapid Spinner you use if you have no other really good options. It has good stats physically and can do some surprising damage with Earthquake. It will break a Gliscor sub with Ice Shard and has offence comparable to that of Hippowdon.

That said, it really doesn't have many other things going for it. Its offence is good, but doesn't have extreme power due to basically relying on neutral EdgeQuake hits. The lack of recovery means it'll be worn down with continual betting unless you can get it a Wish.

There aren't any movesets I'd recommend past what has been given above. Donphan has become a niche pokemon with unique traits for a Rapid Spinner . It can put a scare with a Trick Room team (which, let's be honest, most teams can't prepare will for). But with Excadrill coming back to OU instead of being banned to Uber, Donphan has difficulty standing out past high defensive bulk. Even with that bulk, as many pokemon know too well (such as the last PoTW, Mega Aggron), you can get worn down over time. Unless you have a Heal Bell/Aromatherapy user, Toxic can ruin its day.

(On a side note, loved the last article and all its Pacific Rim references)

Gross overstatement. Excadrill is nowhere near as bulky as Donphan. In addition, Excadrill is reliant on sandstorm to truly excel, while Donphan can perform its roll in most weathers (though let's face it, any non sandstorm weather is generally bad news for ground types). Finally, Excadrill is part steel, which provides weaknesses to Ground, Fighting and Fire. Depending on your team composition, this may be far from ideal. Its not to say that Excadrill is a bad pokemon, but to say it outclasses it in every way does an injustice to both pokemon.

I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.

Gross overstatement. Excadrill is nowhere near as bulky as Donphan. In addition, Excadrill is reliant on sandstorm to truly excel, while Donphan can perform its roll in most weathers (though let's face it, any non sandstorm weather is generally bad news for ground types). Finally, Excadrill is part steel, which provides weaknesses to Ground, Fighting and Fire. Depending on your team composition, this may be far from ideal. Its not to say that Excadrill is a bad pokemon, but to say it outclasses it in every way does an injustice to both pokemon.

Do you even play OU? It isn't even used for Sand Rush anymore, it is used for the delicious Mold Breaker Earthquakes destroying Rotom-W's. And you point out the obvious weaknesses, you can switch for a reason, yet you neglect the fact that Excadrill also has a resistance to Fairy, Bug (4x), Dragon, Flying, Normal, Psychic, Rock (4x), Steel, an immunity to Toxic (which Donphan hates), a neutrality to Grass and Ice, along with only taking 16.5 - 31 on the switch in versus the possible 25 - 37.5 (iirc), plus possible Toxic damage. Plus, every single Donphan is predictable as ****, not to mention the fact that it can't even run Play Rough + Knock Off, and the fact that Excadrill can run so many different sets and has access to Stat boosting, a more powerful Earthquake, better coverage, and the ability to not be set up on everything or forced out by every single Special Attacker. Besides, Excadrill has better Special Defense, Speed, HP, Attack, the only thing Donphan has over it is the fact it has better Defense, but so many other Pokemon have nice Defense too. Donphan is just a bad Pokemon when compared to Excadrill.

Excadrill, 9/10 times, will be better for the team, I agree. I think unless you've got niche needs for Donphan, Excadrill's your Pokemon.

That being said, it's not like Donphan doesn't have its uses. Between the two, Excadrill has a huge weakness to Earthquake. So much so that it typically runs items just to prevent itself from being hurt by them.

I'm an MtG player, so outclassing in every way is really hard to see. In MtG, to be "strictly better", you have to be doing everything better. In most of the roles it is requested, again, Excadrill probably is much better. Typical Rapid Spin support, it probably is. It can find a favourable match up much easier than Donphan because of its Steel typing (who struggles against all special sweepers and many wall opponents). Game ender? Exacadrill can abuse Swords Dance and can easily go 2-3 KOs before being stopped, even with is 60 defence and more average speed this time around (due to lack of Sandstorm support if you go that route). Hits Levitate? Yup. It can do that too. Rotom-W poses almost no threat to Excadrill (OHKO) while Donphan is sent running after the switch in. And the mighty drilling mole thing has better coverage to boot. Finally, many of Excadrill's greatest threats are also Donphan's.

That being said, outclass in EVERY way isn't something that I see too often. Donphan had niche uses in Generation 5 and I think will continue to have niche uses in Generation 6. I think Smogon's monthly stats can easily tell you something: Donphan has use. It finds itself in the same range as Tentacruel, Mawile, and Blissey in commonality. I've seen a few; people don't vary from the straight and narrow most of the time. It's much like throwing Amoonguss on your team: It has one use and one use only. But if you need it, it can provide that role. Other stats tell you it's 4 moveset really isn't changing, even with the introduction of Play Rough. It is used in less than 15% of all Donphan (would post, but my account doesn't have enough posts to let me put up URLs yet)

I think the biggest factor is that Donphan is a standard Stealth Rocks/Rapid Spin setter if you need one. Forretress, to memory, is the only other common Rapid Spin/Stealth Rock wielder. Excadrill can do it as well, but it has as to rely fully on HP in its 110/60/65 bulk. Donphan can reliably, though it'll get murdered for it, set up on the ever common Talonflame (3HKO on Donphan if you need it to be done) whereas Excadrill steps out, says hi, and collapses. Especially since you aren't likely to be running Rock Slide if you are using Stealth Rocks.

Donphan has access to Knock Off. This is significant in the fact that it completely ruins things like Trevenant and Gliscor on switch in, and even Ghost types find themselves hard to switch in especially since Assault Vest Donphan stands as a potent check to Aegislash, mixed or not. Spinning Excadrill is completely helpless against things like Gourgeist and Trevenant, two prominent defensive spinblockers in standard. It can only beat them with either Sub/Swords Dance, Lum Berry (lel), or a lucky Iron Head flinch or Shadow Claw crit. Since Rock Slide is ever popular for Talonflame, Excadrill can really only afford to run Rapid Spin + 3 attacks for valuable coverage, but no Swords Dance means it doesn't hit that hard either. It hits hard, but it loses to many things with no SD. Oh, weaknesses to Mach Punch and Vaccum Wave matter as well, and while Steel is a good defensive typing is got nerfed hard in this gen and common weaknesses to Earthquake/Scald/Fire Blast/Close Combat don't do it any particular favours as a defensive spinblocker. Donphan has access to a far better offensive movepool (like it even needs it anyways) and priority Ice Shard, and while it's vulnerable to Toxic and lacks resists, lacking weaknesses, especially common ones, are arguably much more valuable defensive wise.

While Excadrill has superior special bulk, the physical bulk and lack of weaknesses to common physical moves (aka Ground and Fighting moves) make it better of a defensive spinner in general. Excadrill is an offensive spinner with the abililty to beat common spinblockers and Levitate users depending on set, but Donphan is more of a physically defensive tank spinner which has Sturdy, meaning that it will always live a hit, unlike Excadrill (inb4 Sash). Saying that Excadrill outclasses Donphan is every way is absolutely ridiculous seeing that the spinners run two different ways.

Image removed. Check out the signature rules. If you need help, make sure to check out the signature check thread in newbie lounge.

Why do people compare Exca with Donphan? They have very diffrent rolls.. ( I hate it when people do that. )

yeah they both have rapid spin but Donphan Is either an Physical Waller or an Slow-Tank (Defensive Rapid Spinner) while Exca is more an Offensive Rapid spinner, they each have it's ninches
but they are not compareable, Sandslash and Excadrill are rather compareable if you must.

Anyway here's my set, I recall facing it once and I liked the diversity in it.

This set speaks for itself and not mentioned yet as far as I have read here, and deserves a small mention nonetheless.
The story is simple; Get a hit, survive with 1 HP use endeavor and get the kill with Ice Shard. Rocky Helmet is there to make sure that after the Endeavor
you will still kill the target no matter if he has moves like Bullet punch or Mach punch and outspeeds you on the Ice shard.

I know I'm nitpicking here but it will fall to a Vacuum Waver. It does give a nice check to Belly Drum Azumarills, though.

Not really nitpicking, just stating the obvious rather.. The only notable Vacumm Wave user is Lucario due that I did not really mention it.

I agree on the Azumarill. This set is quite suicidale, but its nice to stop your opponent from sweeping your team if it so happends.
But the standard sets of Donphan are better, this set is just a diffrent option.